Game is broken


#21

@ToonBE

Its alright. There are terrible teams which is not good for ones health or sanity.

You are better off contacting people who are nice and know how to play, and play with them on either public or on matchmaking.

About gameplay, well I dont quite agree, and here is why if you wanna read it:

  • If you arent resyncing with team, you arent playing it correctly.
    Just pushing without syncing up with new spawnwave is going to reck your success. Its about timing, attacking the right part at the right time. That requires good game sense in general and specific map awareness for that map.

The old “pushing lemmings style” is a tactic and works well on some teams or situations, but works poorly mostly.

Yes I would not say no to more spawn capture points and side objectives. We agree there.

Also:

Gamer tip:
Play other games more.
Usually even a perfect game can become dull and not interesting anymore, if one plays it too much and not play other games as well.


(BalloO) #22

There are a lot of work that could be done on map design, but in my opinion the worst thing about DB gameplay is the same that we had on brink : SPAWNTIMES. Synchronous spawntimes is just a no go for a stopwatch mode … Just put random asynchronous spawntimes like it was on ET, something like 20s attack / 30s def, and the tactical dimension of stopwatch will rise again.


(Amerika) #23

[QUOTE=BomBaKlaK;526681]Then see how much people don’t like the maps on the forum, and after look at the player retention : https://steamdb.info/app/333930/graphs/
And I know this is hard work ! I’m a freelancer and when a client say my work is sh1t then I accept his comment, even if I work hard for this, and I rework my stuff until the client is happy with it. Here i’m the client so …

And I don’t speak about getting map like BF I don’t like BF, but here the maps make half the size of Wolf:ET maps … And I’m playing this game since 2 years, I saw some maps modifications and that’s not the best modification I saw … All is corridor based with no real side routes or tricks to get a new access, this is just a fu.ck1ng corridor !

End of story[/QUOTE]

Anecdotal evidenced that you are specifically looking for from a few people who agree with you hardly tells a story. And I don’t even know why you just linked Steam statistics. And your clients don’t tell you, to your face, that your work is ‘sh1t’ unless they too are extremely unprofessional.

State what you want to see and offer up a reasonable viewpoint. Don’t just say something is terrible and expect a positive reception from everyone.


(ToonBE) #24

[QUOTE=JBRAA;526682]@ToonBE

Its alright. There are terrible teams which is not good for ones health or sanity.

You are better off contacting people who are nice and know how to play, and play with them on either public or on matchmaking.[/QUOTE]

This is true.

I was mad this morning mainly due to disappointment. The game is missing depth… You say " syncing up with new spawnwave", this would be true if there were forced respawns… At the moment you have no clue when the other team will respawn. You do not know when to push, when to call in airstrike, when to defend a certain point, because players respawn randomly.

They seriously need to alter things and also rework all the maps to make tactical play possible…

@everyone please don’t get me wrong. Big respect to the people developping dirty bomb. I know it is very hard work, but this game is has a huge amount of potential and none of the real potential is shown, due to map design and some other stuff… I hope in the next updates we see some big changes to maps and altering game modes (ff on, collision on, forced respawn, 5v5 servers).


(ToonBE) #25

Yes, but nothing is changing… Oh wel… :stroggtapir:


(DarkangelUK) #26

It’s pretty damned easy to be honest without sounding like a total asshole, some people don’t seem to understand this.


(Nail) #27

[QUOTE=BomBaKlaK;526681]
And I know this is hard work ! I’m a freelancer and when a client say my work is sh1t then I accept his comment, even if I work hard for this, and I rework my stuff until the client is happy with it. Here i’m the client so … [/QUOTE]

but you’re not a client, you’re a free lance game tester
state your point and move on, don’t stamp your feet and whine incessantly about a “broken” game. It’s a beta test, of course stuff is broken, that’s the point. Just because the devs won’t do exactly what you want when you want doesn’t give you the right to insult them saying the devs have said nothing in 2 years, pull that entitlement stick out of your butt, show the SD team a little respect.

and ToonBE, you can talk that way after your 4th game gets released, till then quit being so ignorant, show some respect as well and maybe go play some W:ET


(Zenity) #28

Exactly, you are not a client you are customer. There is a difference. Splash Damage isn’t making the game for you personally. If you don’t like it, state your opinion if you want and then move on.

The game will never be focused on a vocal minority, so it doesn’t matter how loud you stamp your feet. If you want to help, then only providing intelligent feedback has any chance of doing so. If you feel that it’s a lost cause so there’s no more point in providing intelligent feedback, then there is no more reason for you to be here.

No game ever has needed more toxic people to improve.


(Shanks) #29

[QUOTE=Glottis-3D;526664]i wonder. did anyone actually seriously tried 4v4 format.
maps are so small that it may work and be much less spammy and choky. (would be difficult to choke even the terminal 1st stage when its 2+2 or 1+3 on flanks)

also when number of player is less than classes this can bring more divercity to the strats etc.

when private servers are up i would like to try this. to be honest.[/QUOTE]

Moving the pump so that it’s closer to the attacking team would help greatly. You know, just like in ET…
I really don’t see the logic in having the pump right next to the main objective. There’s no risk involved in destroying it so why even bother having a pump?


(Szakalot) #30

[QUOTE=-bacon-;526693]Moving the pump so that it’s closer to the attacking team would help greatly. You know, just like in ET…
I really don’t see the logic in having the pump right next to the main objective. There’s no risk involved in destroying it so why even bother having a pump?[/QUOTE]

do you mean the pump for the rightmost path from attacker’s first spawn?

I’d like to see something like two pumps, one closer to the attacker’s main street route, wherein only if both pumps are destroyed is the passage lethal, otherwise dropping people down a lot in HP (if they go through with a medic they will be fine, unless there are defenders waiting at the present pump spot so they can easily finish them off)


(ToonBE) #31

I already stated “big respect to the people developping dirty bomb. I know it is very hard work”. I was venting my frustration. I like this game and I want it to succeed, that is why I was ranting. Title was a bit too harsh maybe, I agree. In the heat of the moment, you know;)


(meat) #32

well you brought up some good points in your original post, but you were rather rude, and insulting. If it wasn’t for the fact you did bring up some valid points, I would have gave you negative rep.


(sunshinefats) #33

I have to agree on the points about the linear maps…only having 1 real path limits your tactical abilities drastically from an offensive standpoint. You simply HAVE to go that way, which often makes you lambs to the slaughter(although a well coordinated team can help a lot). From a defensive standpoint, however, I’ve learned to hang back and watch the choke points, then lob grenades and bullets at them when I think the timing is right(which has recently been getting me ‘godlike’ badges). Is that a tactical decision on my part? Certainly. Is it fun? Well, that’s obviously open to debate.

I think what most people are missing and complaining about here are, quite simply, options. We would like some. Simple as that.
Think back to older SD games where you had a multitude of paths available to you, or more recent titles by other companies where you can cater a class loadout to work towards your personal strengths, or even games where you can contribute by destroying enemy equipment, deploying radars, etc. if you’re not a great shooter. Those are the types of things I’m personally looking for in a game, and seem to be sorely lacking here…in general, just give me more to do, and more options for tactical decisions.

On a more fundamental game mechanics level, there’s still some glitches in play here I find frustrating as well, but I won’t bore you all moaning about that again(yet lol). Anyways, just my 2 cents for whatever it’s worth.


(PixelTwitch) #34

I thought it was just me that felt this way >.<


(Volcano) #35

god no we have been complaining and offering changes to the maps for years now, I think it was prophett that would suggest changes to maps and they were actually good


(kyuto9) #36

You are rather optimistic in the end…

Btw, I like the maps “background”, train, chapel etc. But I could seriously use advanced spawn flags, side objectives and additional paths (maybe involving parkour a bit more). I would not transform those maps, i’d just like them to offer more possiblities (like Dust2 to Dust2_unlimmited for cs players aware of this map), that shouldn’t be “too much” work to add an open door in a wall to add a path to some hack objectives, a commandpost or alike somewhere or else. I feel the game has enough maps (to balance) for launch, but they don’t offer the maximum potential.
The maps of brink were better imo, with command posts and sidestuff, a lot of paths, but the class system and obj was different. And still the maps were actually not that big, and designed for 8v8. Anybody remember the escort objectiv on Resort? It wasn’t perfect but I have good memories of that phase, from both sides. You had to blow a little bridge (just like Bridge with the barrier). And then came the hack objective, which took ages… Also, verticality was more involved in Brink. But it doesn’t mean DB has to be linear and flat as it is. There must be something to do.
Well that’s only talking about the maps, of course there are a lot to balance elsewhere. But I agree that the maps need a fix before characters and weapons.
We should be able to interact more with level designers (or tools). I once saw a livestream on tf2 from a guy making a custom map and the community (mostly casual) did interact and the guy just did whatever he felt like a good idea. Ok it was “ololol” spirit and the guy actually had some huge preset models library already, but why coulnd this not happen once or twice a month for DB? Leveldesigners, a tchat and just testing sh1t for a few hours.


(Hundopercent) #37

Not at all. Most of us quit before you came because we realized they don’t have a damn clue on what they’re trying to make.


(Zenity) #38

And yet the small club of grumps still hangs around the forums, posting in every second thread or so. Isn’t that lovely.


(INF3RN0) #39

These threads just push devs away sadly. I’m not as emotionally tied to games as some here, but as a person I know this kind of stuff doesn’t sit well with anyone and will most likely just discourage interaction. After all the high-fiving ends the rest of us who are more calm and collected with our feedback and patience will just suffer the consequences… :rolleyes:


(Anti) #40

Closing this thread now, it’s getting far too salty. Please try to keep threads to feedback, not abuse.